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It’s been a little while since my last update on the progress of integrating Cubiquity with Unreal Engine 4 but plenty has been going on behind the scenes. Since the last video I’ve improved performance, added support for Coloured Cubes terrain, added LOD support, tested large map support and made sure that all of the functionality of Cubiquity is being exposed. A lot of time has just gone into making the code-base more future proof and reducing duplication between the different terrain modes.

Check out the video below to see the new features in motion as well as me just blowing stuff up at the 9:42 mark.

This more or less marks the features I wanted present for the first pre-release, so between now and then I will mostly be working on tidying things up and hopefully adding some initial documentation. I don’t have any ETA on the first release since this is fitting around my full-time job but any information will be posted here and on twitter.

As you might have seen if you’re following us on Twitter, I’ve been working hard recently to get Cubiquity working with Unreal Engine 4. Both David and I have long been fans of the Unreal games and the engine and so I’m having great fun diving into the code. I haven’t spend a lot of time on it yet but earlier this week I had the time to push the integration to a point where I can start showing off some features. Take a look at the video below for an overview of the current state.

The aim is to have at least feature equivalence between the UE4 version and the Unity3D version. So far I have only the smooth voxel terrain working and haven’t started on the coloured cubes version yet. There is live editing in the editor preview mode but not yet integrated as an editor tool such as users might be used to after working with UE4’s heightmap terrain features but this is something I will try to get in before the first official release. For the first beta release I want to spend some time neatening up the interface to the engine to make what’s currently available as usable as possible.

I’ll be posting an update here on the blog when there’s code out for people to test but in the meantime follow us on Twitter @VolumesOfFun (or me personally @milliams) or track our updates on the Unreal Engine Forums.

It’s been a quiet few months, but we’re happy to say that a new version of Cubiquity has just landed on the asset store. Version 1.1.3 is primarily a bug-fix release but also adds a few new features such as normal mapping of the colored cubes volumes and an example showing how to build and save voxel databases from Unity scripts.

Colored cubes can now have custom diffuse and normal maps applied. Shiny!

We’ve also tidied up a lot of stuff internally, for example all of our PolyVox enhancements have been merged back into the main develop branch and we have overhauled the Cubiquity build system. Perhaps not so exciting for end users but still an important step as development can move a bit more smoothly from here on.

Licensing is the same deal as before – you can use the system free for non-commercial and evaluation use, or for $200 you can buy a commercial license through the Unity asset store:

Looking forwards, the main request has been for larger volume support and better performance with less memory. In other words, we’re going to put some work into optimization and possibly providing some tools (importers, etc.) to help create the larger environments.

We’ll try not to go another three months without posting, and I think the upcoming changes should give us plenty to show off!

Update 3rd Sept 2014: Version 1.1.3 is now out with collision and physics fixes for smooth terrain. The links above have been updated.

Hi all, I’m pleased to announce that we’ve just made the first official release of Cubiquity for Unity3D, and that it’s now available to purchase from the asset store. This is a huge milestone for us and comes just over a year after we first showed our work on Unity3D integration.

The asset has been released at the $200 price point which we’ve been throwing around for a while now, and it remains free for non-commercial and evaluation use. Anyone who has been following our regular snapshots will already have a good idea what the system does, but the uninitiated can get the latest free version below:

This is really just the start of the journey for Cubiquity and we have plenty of ideas for how we want to further develop the system over the coming months. But that can wait for a future post – for now we’d just like to thank everyone who has spent time testing our system, giving feedback, and providing encouragement. You’ve helped get Cubiquity for Unity3D to where it is today!

I’m pleased to announce that today we’re releasing a new snapshot of Cubiquity for Unity. This version finally adds support for both OS X and Linux, and also includes a number of smaller improvements regarding stability, user interface and documentation.

Cubiquity for Unity running on OSX

You can download this latest snapshot using the links below (remember to check our YouTube channel for examples of what Cubiquity for Unity can do):

One of the main appeals of Unity is the ability to target multiple platforms from a single code base, and so we’ve always been keen to bring this functionality to Cubiquity as well. The process is more complex than for other Unity assets because Cubiquity is a native code library written in C++, and so it needs to be compiled (by us) for each platform which we want users to be able to target.

Matt kicked off the work a few weeks ago by compiling Cubiquity for Linux. This involved writing some CMake scripts, testing the process of loading dynamic libraries on Linux, and fixing some OpenGL issues. All of this helped lay the foundations for the OS X version, which then required extra tweaks to the the build process and handling of log files. But eventually it came together 🙂

We haven’t added any significant new features beyond the improved platform support, but there has been more work on polishing the API and particularly on documenting it. The final release will naturally include API docs and a user manual to get you up to speed quickly, but we’re also hoping the API will be simple enough to be intuitive.

We currently expect that this is that last snapshot which we release before we put Cubiquity on the Asset Store! The end is now really in sight and we hope to be live by the end of this month.

Well it’s taken me a few weeks of on and off work but I’ve got Cubiquity working on Linux as a Unity3D add-on. You can try it right now from the Git repository and as long as everything works correctly, it will be available in the next official release.

Cubiquity for Unity3D running on Linux

Porting

There are two essential parts to Cubiquity: the core Cubiquity code where all the magic happens and a thin wrapper providing a C interface to allow easy interaction with Unity’s C♯ code. Cubiquity builds heavily upon PolyVox which has been working on Linux for years now so at least we had a good base to work from. Like PolyVox, Cubiquity is written in C++ which makes it easily portable meaning I had to only make a few trivial changes to the code to get it to build. After a few tweaks to the CMake files, we had a libCubiquityC.so file built and ready.

In order to ease installation and avoid library mismatches, we decided that statically linking all that we could was the best option. Luckily, Cubiquity has few 3rd-party dependencies — in fact it only depends on the C++ standard library and two small Boost libraries. Boost was only being used to fill in features which are now part of C++11 and so by increasing our compiler requirement we could remove the Boost usage entirely. Once here it was simple enough to statically link in libstdc++ and avoid and difficult dynamic library requirements.

For testing purposes, David sent me a simple Unity application which had been exported for Linux and used Cubiquity to create a simple terrain. The idea was that I should be able to place the libCubiquityC.so alongside the executable and the Mono runtime would find the library and load the appropriate stuff from inside it. With a bit of tweaking of the C♯ loading script and recompiling the library as 32-bit (because the Unity app I was using was 32-bit) I was able to run the Unity application and have it render a terrain.

As you can see in that last link, the terrain was not rendering properly and so David set to work getting the shaders working correctly and fighting with some tricky Unity bugs and now it all seems to be working well.

What’s next

Getting Cubiquity working on Linux, as well as being an end in itself, is a useful step towards getting it running on OS X. We are compiling it with both GCC and Clang (which is the OS X compiler) to make sure the code stays portable. In the medium-term we’re working towards being able to easily build the library for all our supported platforms from one place and so I’ve been investigating cross-compiling from Linux to both Windows and OS X. I will give a more detailed description of what I’m doing in a future post but we do already have DLLs and DYLIBs building and they are undergoing testing at the moment. Once we’re confident in the Linux build, we will work on testing out OS X support.

Time for another Cubiquity update! Over the last two months we’ve put a lot of work into polishing and refining Cubiquity in order to make it fit more naturally with the Unity way of doing things. In particular, voxel terrains now behave much more like other Unity objects in that they can be translated, scaled and rotated, and can also participate in transformation hierarchies. See the video below for an example (the moon orbits the Earth while the Earth orbits the sun):

As you can see this adds a lot of flexibility to the system, and it’s really starting to feel like things are being done ‘the right way’. I can imagine the solar system example above could be ‘gamified’ quite nicely, e.g. you could defend a voxel-based Earth from a barrage of voxel-based meteorites. And I’m sure there are plenty of more interesting game concepts which you guys can think up 🙂

As well as transforms, the video also shows that the material system is much more flexible now. You can still use the TriplanarTexturing material but it’s really just an example. The ‘planet’ material (used for the Earth in the video above) shows how textures can be applied from a cube map, and we have ideas for other approaches too.

Actually setting the material is also more natural now. We’ve introduced ‘VolumeRenderer’ and ‘VolumeCollider’ components which are conceptually similar to their mesh-based cousins, and so the material can be set just by changing the ‘material’ property of the ‘VolumeRenderer’ component. There’s still some work to do with these but it’s starting to take shape.

Sounds great, but when is the release?!
We were originally hoping to be on the asset store by the end of last year, and we’re clearly behind in that regard. This isn’t due to any particular problem or road block – it’s just a case of everything taking a bit longer than expected. But that’s why we put out these snapshots, so that you guys can see the progress and start playing with the system.

As it currently stands, we expect to put out one more snapshot in about a month, and then release at least the free version of Cubiquity on the asset store about a month after that. It’s not clear if the paid version will go live at the same time – we may have a testing period with just the free version available. At any rate the paid version won’t be very far behind.

Of course, being on the Asset Store is really just the start… we have many interesting plans for the future of this system 🙂

Here’s the latest update and snapshot showing our progress on Cubiquity. Since the last release a lot of our work has been internal (API, file format, etc), but we’ve also added collision meshes for the (smooth) terrain volumes, added an example of generating procedural terrain, and added an example of creating colored cubes mazes from bitmaps. See the video below:

The download link is at the bottom of this post. Overall the system has changed quite a lot, so if you were using a previous version then you should take care when upgrading. Be sure to back up all your files so you can revert the upgrade if need be. You will have to make significant changes to your code and any old volumes you have will not be compatible with this new version.

New file format
Previously Cubiquity would store all the data for a given volume in a user-specified folder, with each chunk being stored as a separate file which could be paged into or out of memory on demand. The new version instead makes use of an SQLite database to store the voxel data. It’s a lot tidier as everything is in a single file, and it should also bring performance and robustness improvements. However, the file format is not finalized yet so please don’t depend on it. Future versions of Cubiquity may not be able to load these files!

New licensing model
This is the first snapshot to be released under our new licensing model. It’s free for non-commercial and evaluation use (see LICENSE.txt for full details) and hard-coded limitations on volume size have been removed. Practically speaking there are still technical limitations, but those will lift in the future as we optimize the system. Please note: there is currently no way to create large volumes through the user interface but you can do so through code.

API improvements
The ColoredCubesVolume class has been split into ColoredCubesVolume and ColoredCubesVolumeData, and a similar split has been made for the TerrainVolume. The idea is to correctly separate responsibilities. ColoredCubesVolume is a component which handles rendering, interaction, etc while ColoredCubesVolumeData is just the data it operates on and can be serialized to an asset (probably… not really tested). More splitting of responsibilities will probably occur in the future. Please look at the code for the examples discussed in the video to see how you should now construct volumes from code.

Things that are missing
Some functionality may have got lost in the refactor, in particular it is no longer possible to import a colored cubes volume from a stack of images. We plan to bring this back in the future as a separate command line tool so that we can also demonstrate the Cubiqity C API. So if you really need this functionality you might want to hold off upgrading for a while.

Download the snapshot
You can download the snapshot corresponding to the video with the link below. Just extract the zip file and import the .unitypackage file into Unity. Be aware that it’s still Windows only at the moment.

Today we have some very important news regarding the future licensing of Cubiquity for Unity3D, and in particular there is a change to the way that the free version can be used. Please read the information below carefully!

Free and paid licenses

So far we have said that there will be both free and paid versions of the system, with the free version allowing both commercial and non-commercial use but being limited in terms of features and volume size. As of today we are changing this – the free version will be for non-commercial use only but we will remove all feature and size limitations.

In other words, you will now be able to get the full and unrestricted version of Cubiquity at no cost, providing that you are using it for non-commercial purposes. Even if you are using it commercially you will still be able to use the free version for evaluation purposes – i.e. you can make sure that Cubiquity is right for you before you commit to buying it on the asset store.

The exact terms and conditions are available in LICENSE.txt in the Git repository.

Why is this changing?

The free version of Cubiquity is intended to serve a number of purposes and should benefit both users and ourselves as follows:

It puts the system into the hands of those who otherwise could not afford it.

It generates publicity and helps promote the system.

It allows users to evaluate the capabilities of the system before they commit to a purchase.

It allows testing and feedback from a larger user-base which results in a better product.

Basically, we feel that all of the above points are better served by the new licensing model rather than the old one.

How and when does it take effect?

The license file has been added to the Git repository and takes immediate effect. Over the next few days we will take steps to make sure that the new license is clearly visible, and will then raise the size restrictions which are currently in place (though technical constraints still remain). Lastly we will produce a new snapshot in the next week or two.

But I preferred the old license! I’ve already started using it on a commercial project!

Don’t panic, we’re not looking to catch anyone out here. If you have already started a project with Cubiquity and you were intending to commercialize it then just send us an email (support@volumesoffun.com) with a brief description of what you have done so far. We’ll acknowledge that you are working on it and you can continue to be bound by the old conditions. However, you’ll also be bound by the old limitations so do consider whether you’d rather switch to the new license for better features and bigger volumes.

Ok, great, but what’s the plan for the commercial licenses?

Well, we’re still working hard. Most of the features for the initial version are implemented but there is a lot of polishing to do. I think we’re still hoping to get it on the asset store by the end of the year, where the plan is to sell it as an editor extension for $200 per seat under the standard asset store license.

That’s not the end of the road though, we’re still only scratching the surface of where we want to go with this system. We’re also really pleased with the feedback we have received so far so please keep spreading the word!

Over that last month we’ve been improving the user interface and editing capabilities of our Cubiquity voxel terrain system. In our last video we demonstrated sculpting the shape of the terrain, and the video below shows how you can now paint materials onto the terrain as well.

As you can see, we’ve significantly improved the interface such that it is now quite similar to the one which comes with Unity’s built-in terrain. It offers many of the same features in terms of being able to select brush size and shape, and choosing from a variety of materials which can be painted onto the terrain. You get a similar marker on the terrain showing where operations will be applied and you can change texture settings such as scale and offset.

Overall we’ve very happy with the way this is coming together. At this point I think we’ve implemented most of the features which we want in place for the first release, and so we will now focus on tidying up the code and documenting the system. Then we’ll talk to those nice people at Unity about getting on the Asset Store 🙂